EcoMeal: Gamified Eco-Feedback of Food Consumption using a Virtual Garden
summary
A mobile app called EcoMeal uses barcode scanning to show factors contributing to a product’s ecological footprint, computes an Eco-score, and gives a detailed breakdown for learning. It adds gamification via a virtual garden where users collect water drops by scanning products or completing quizzes; a week-long between-subjects study (N=14) compared the gamified app to a non-gamified baseline and found positive perceptions, increased understanding of food-related environmental impact, and higher engagement with gamification.
AI-written summary · about
related talks
08mHow Gamified Are Sustainable Food Apps? Applying the Gameful Design Heuristics to Evaluate Sustai...
20mThe Role of Gamification in Participatory Environmental Sensing: A Study In the Wild
26mGamification and how Games are Occupying the World!
25mFrom unintentional greenwashing in games to saving real dolphins
06mA Review of Gamified Fitness Tracker Apps and Future Directions
08mThe Effect of Gamification Mechanics on User Experiences of AdventureLEARN: a Self-driven...
13mGame Dynamics that Support Snacking, not Feasting
19mHabitsourcing: Sensing the Environment through Immersive, Habit-Building Experiences
